//寒冷效果
precision mediump float; //设置默认精度
uniform sampler2D vTexture;
varying vec2 aCoord;

const highp vec3 WARM = vec3(0.1, 0.1, 0.0);

void main()
{
    vec4 tempColor = texture2D(vTexture, aCoord);
    gl_FragColor = tempColor+vec4(WARM,0.0);
}
